/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Rename an asset from the Content Browser that is already loaded. Equivalent to a Move operation. Will try to checkout the files.
Rename operations
True if the operation succeeds.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool RenameLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceAsset, const [FString](API\Runtime\Core\Containers\FString) & DestinationAssetPath )